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authorStar Rauchenberger <fefferburbia@gmail.com>2022-03-20 13:03:18 -0400
committerStar Rauchenberger <fefferburbia@gmail.com>2022-03-20 13:03:18 -0400
commit304bab2aced9cae51d2e4c09f3d9e06c66ff175d (patch)
tree8397f81b893feb1cf624eee49c4fb01297aa08ad /vendor/SDL2/include/SDL.h
parentba350484072c78e5e1a765370c22dbd76474aa39 (diff)
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we can build a window app!
build type must be set to Release or it's horribly slow, and fullscreen does not work
Diffstat (limited to 'vendor/SDL2/include/SDL.h')
-rw-r--r--vendor/SDL2/include/SDL.h232
1 files changed, 232 insertions, 0 deletions
diff --git a/vendor/SDL2/include/SDL.h b/vendor/SDL2/include/SDL.h new file mode 100644 index 0000000..7cdd324 --- /dev/null +++ b/vendor/SDL2/include/SDL.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22/**
23 * \file SDL.h
24 *
25 * Main include header for the SDL library
26 */
27
28
29#ifndef SDL_h_
30#define SDL_h_
31
32#include "SDL_main.h"
33#include "SDL_stdinc.h"
34#include "SDL_assert.h"
35#include "SDL_atomic.h"
36#include "SDL_audio.h"
37#include "SDL_clipboard.h"
38#include "SDL_cpuinfo.h"
39#include "SDL_endian.h"
40#include "SDL_error.h"
41#include "SDL_events.h"
42#include "SDL_filesystem.h"
43#include "SDL_gamecontroller.h"
44#include "SDL_haptic.h"
45#include "SDL_hidapi.h"
46#include "SDL_hints.h"
47#include "SDL_joystick.h"
48#include "SDL_loadso.h"
49#include "SDL_log.h"
50#include "SDL_messagebox.h"
51#include "SDL_metal.h"
52#include "SDL_mutex.h"
53#include "SDL_power.h"
54#include "SDL_render.h"
55#include "SDL_rwops.h"
56#include "SDL_sensor.h"
57#include "SDL_shape.h"
58#include "SDL_system.h"
59#include "SDL_thread.h"
60#include "SDL_timer.h"
61#include "SDL_version.h"
62#include "SDL_video.h"
63#include "SDL_locale.h"
64#include "SDL_misc.h"
65
66#include "begin_code.h"
67/* Set up for C function definitions, even when using C++ */
68#ifdef __cplusplus
69extern "C" {
70#endif
71
72/* As of version 0.5, SDL is loaded dynamically into the application */
73
74/**
75 * \name SDL_INIT_*
76 *
77 * These are the flags which may be passed to SDL_Init(). You should
78 * specify the subsystems which you will be using in your application.
79 */
80/* @{ */
81#define SDL_INIT_TIMER 0x00000001u
82#define SDL_INIT_AUDIO 0x00000010u
83#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
84#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
85#define SDL_INIT_HAPTIC 0x00001000u
86#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
87#define SDL_INIT_EVENTS 0x00004000u
88#define SDL_INIT_SENSOR 0x00008000u
89#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
90#define SDL_INIT_EVERYTHING ( \
91 SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
92 SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
93 )
94/* @} */
95
96/**
97 * Initialize the SDL library.
98 *
99 * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
100 * two may be used interchangeably. Though for readability of your code
101 * SDL_InitSubSystem() might be preferred.
102 *
103 * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
104 * subsystems are initialized by default. Message boxes
105 * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
106 * video subsystem, in hopes of being useful in showing an error dialog when
107 * SDL_Init fails. You must specifically initialize other subsystems if you
108 * use them in your application.
109 *
110 * Logging (such as SDL_Log) works without initialization, too.
111 *
112 * `flags` may be any of the following OR'd together:
113 *
114 * - `SDL_INIT_TIMER`: timer subsystem
115 * - `SDL_INIT_AUDIO`: audio subsystem
116 * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
117 * subsystem
118 * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
119 * events subsystem
120 * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
121 * - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
122 * initializes the joystick subsystem
123 * - `SDL_INIT_EVENTS`: events subsystem
124 * - `SDL_INIT_EVERYTHING`: all of the above subsystems
125 * - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
126 *
127 * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
128 * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
129 * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
130 * this call will increase the ref-count and return.
131 *
132 * \param flags subsystem initialization flags
133 * \returns 0 on success or a negative error code on failure; call
134 * SDL_GetError() for more information.
135 *
136 * \since This function is available since SDL 2.0.0.
137 *
138 * \sa SDL_InitSubSystem
139 * \sa SDL_Quit
140 * \sa SDL_SetMainReady
141 * \sa SDL_WasInit
142 */
143extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
144
145/**
146 * Compatibility function to initialize the SDL library.
147 *
148 * In SDL2, this function and SDL_Init() are interchangeable.
149 *
150 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
151 * \returns 0 on success or a negative error code on failure; call
152 * SDL_GetError() for more information.
153 *
154 * \since This function is available since SDL 2.0.0.
155 *
156 * \sa SDL_Init
157 * \sa SDL_Quit
158 * \sa SDL_QuitSubSystem
159 */
160extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
161
162/**
163 * Shut down specific SDL subsystems.
164 *
165 * If you start a subsystem using a call to that subsystem's init function
166 * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
167 * SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
168 * that subsystem's quit function (SDL_VideoQuit()) directly instead. But
169 * generally, you should not be using those functions directly anyhow; use
170 * SDL_Init() instead.
171 *
172 * You still need to call SDL_Quit() even if you close all open subsystems
173 * with SDL_QuitSubSystem().
174 *
175 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
176 *
177 * \since This function is available since SDL 2.0.0.
178 *
179 * \sa SDL_InitSubSystem
180 * \sa SDL_Quit
181 */
182extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
183
184/**
185 * Get a mask of the specified subsystems which are currently initialized.
186 *
187 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
188 * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
189 * returns the initialization status of the specified subsystems.
190 *
191 * The return value does not include SDL_INIT_NOPARACHUTE.
192 *
193 * \since This function is available since SDL 2.0.0.
194 *
195 * \sa SDL_Init
196 * \sa SDL_InitSubSystem
197 */
198extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
199
200/**
201 * Clean up all initialized subsystems.
202 *
203 * You should call this function even if you have already shutdown each
204 * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
205 * function even in the case of errors in initialization.
206 *
207 * If you start a subsystem using a call to that subsystem's init function
208 * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
209 * then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
210 * it down before calling SDL_Quit(). But generally, you should not be using
211 * those functions directly anyhow; use SDL_Init() instead.
212 *
213 * You can use this function with atexit() to ensure that it is run when your
214 * application is shutdown, but it is not wise to do this from a library or
215 * other dynamically loaded code.
216 *
217 * \since This function is available since SDL 2.0.0.
218 *
219 * \sa SDL_Init
220 * \sa SDL_QuitSubSystem
221 */
222extern DECLSPEC void SDLCALL SDL_Quit(void);
223
224/* Ends C function definitions when using C++ */
225#ifdef __cplusplus
226}
227#endif
228#include "close_code.h"
229
230#endif /* SDL_h_ */
231
232/* vi: set ts=4 sw=4 expandtab: */